/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Takes the provided buffer and consumes it, parsing past the internal header data, returning a MemoryReader that has: 1) been set up with all the related header information, and 2) offset to where taggedUSaveGameobject serialization begins. NOTE: that the returned object has a reference to the supplied data - scope them accordingly.
A memory reader, wrapping SaveData, offset to the point past the header data.
static [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) StripSaveGameHeader ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & SaveData )